asiroisvigneux / Blaze
A Parallel Fluid Solver and Renderer on the GPU
☆62Updated 4 years ago
Alternatives and similar repositories for Blaze:
Users that are interested in Blaze are comparing it to the libraries listed below
- LTC approximation of the Anisotropic GGX for real-time area light shading with anisotropic reflection.☆84Updated 11 months ago
- Source Code for HPG 2022 Paper "Virtual Blue Noise Lighting"☆49Updated 2 years ago
- Immediate-mode fork of the mitsuba renderer. (See Wiki for branches.)☆68Updated 4 years ago
- ☆25Updated 3 years ago
- Source code for the paper "ReSTIR Subsurface Scattering for Real-Time Path Tracing" (HPG 2024)☆43Updated 4 months ago
- CUDA based Pathtracing Offline and Realtime Renderer☆35Updated this week
- Code for "Compact Poisson Filters for Fast Fluid Simulation", ACM SIGGRAPH 2022 Conference.☆65Updated last year
- A Hardware Raytracing based Progressive Photon Mapper using Falcor 5.2☆58Updated 10 months ago
- ☆23Updated last month
- ☆13Updated last year
- A demo demonstrating a high precision RT caustics algorithm, which has been integrated into NVIDIA's UE4 RTX branch (https://github.com/N…☆29Updated 2 years ago
- This is my experiments with BVH build algorithms on GPU.☆54Updated 6 months ago
- pbrt-v4 render engine/exporter for Blender☆32Updated 3 weeks ago
- Experimental GPU renderer using two-stage programming☆35Updated 2 years ago
- Code for "Practical Multiple-Scattering Sheen Using Linearly Transformed Cosines" (SIGGRAPH 2022 Talk) by Tizian Zeltner, Brent Burley, a…☆44Updated 2 years ago
- A set of example tests from my SIGGRAPH Asia 2019 publication: Integral formulations of volumetric transmittance☆30Updated 5 years ago
- Implementation of the i3D2018 paper "A Narrow-Range Filter for Screen-Space Fluid Rendering".☆101Updated 4 years ago
- Vulkan implementation of Fast Volume Rendering with Spatiotemporal Reservoir Resampling.☆35Updated 3 years ago
- Physically-based shading experiments in Arnold renderer.☆30Updated 2 years ago
- Implementation for "Bounding Volume Hierarchy Optimization through Agglomerative Treelet Restructuring"☆56Updated 9 years ago
- Parallel Locally-Ordered Clustering for Bounding Volume Hierarchy Construction☆35Updated 7 years ago
- ☆17Updated 4 years ago
- ☆78Updated last year
- Implementation of "Efficiency-Aware Russian Roulette and Splitting" (SIGGRAPH 2022)☆48Updated last year
- `pbrlab` is well-verified(through brute force human verification and debugging) path tracing + PBR shading/rendering implementation.☆40Updated 10 months ago
- Authors' implementation of our SIGGRAPH Asia 2021 Technical Communications (Viewport-Resolution Independent Anti-Aliased Ray Marching on …☆32Updated 3 months ago
- Project for scientific visualization☆18Updated 3 years ago
- Volumetric path tracer written in C++☆45Updated 2 years ago
- Base code for assignments in Dartmouth's Fall 2022 offering of CS 87/287☆16Updated 2 years ago
- physically based path tracer on gpu☆55Updated 4 years ago